It occurred to me: There's already a function for clamping values within a valid area: MathHelper.Clamp.
I fiddled with MathHelper.Clamp a little bit. First, I did this:
player.Position.X = MathHelper.Clamp(player.Position.X + 50, 0,GraphicsDevice.Viewport.Width - player.Width);That was pretty stupid of me. It just made the character rocket across the screen every time it went through a loop.
I realized that the value was ALREADY built in to this function. How could I be so stupid? It's right here:
player.Position.X = MathHelper.Clamp(player.Position.X, 0,GraphicsDevice.Viewport.Width - player.Width);Changed that to 50. Boom. Done.
Another thing I changed: I decided to switch my sounds. When a character gets hit, he screams bloody murder but when he dies, he just lets out a little groan. I switched the two sounds and renamed them appropriately so I could keep track of them. Much better (and less annoying).
Next up... making the game end.
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